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Derika finds the following in the ledger:
"Lord P. Igrams to pay no less than five hundred thousand gold for the following:
48 vials of virulent ghoul plague
Payment due upon the delivery of the last two items. Securities for first two."
The beakers on the tables smell foul and Derika noticed that the two alchemists did their best not to break any of them.
2 mwk daggers, 4 potions of CMW, 2 potions of invisibility, 2 potions of displacement, 2 robes of bones, 2 amulets of natural armor +1, 2 belts of mighty constitution +2, 2 cloaks of resistance +2, 2 goggles of night, 2 headbands of vast intelligence +2, 2 crystals worth 100 gp each, 2 spellbooks, a collection of onyx gems worth 600 gp, 1246 gp, a ledger.
The necromancer leaps up to Sadhana and the magus can feel her energy being sapped. "One day, we will live in a world where magic is forgotten and it will survive."
She then continues up the stairs and the Anizari can feel some of her power return as the distance between her and the necromancer widens.
"I know about all the Anizari. She is a couple of floors above, holding council with her infernal allies," the figure says. "There is a staff in the room at the top of this tower. It is an ancient artifact...perhaps the greatest the Predecessors created. My mask will feast on its power and it will die like all magic should. The gate is useless for the time being."
She taps on her mask before readying herself for another jump. "If you don't mind..."
"I must feed..." the mask whimpers, almost pathetically.
The figure laughs. "No, I mean to put an end to this tower, once and for all. The gods buried it beneath the sea and, look, here it is again. You imperil the world by merely standing here and trying to stop me. Did you not feel the land shift beneath your feet? This tower will draw all lands towards it, until Vesaria is one continent once more. But only the land...walls will fall, homes will crumble, people will die. Hold to your beliefs that magic is a tool meant to help, but this magic is meant to harm, destroy and control. I will not stand for it and, if you get in my way, I will kill you."
The figure artfully does a backflip as Sadhana attempts to cut it off. "You had best pick your battles carefully, Bladebearer."
The figure looks up at the magus, the necromancer's mask emanating an aura of hunger. "I want to taste your magic."
"Quiet, you accursed trinket," the figure says. "You seek Jarrah. I do not. Go your own way."
The interior of the tower is grandiose. Its time submerged beneath the waves has done nothing to destroy the structure. The room is massive, littered with the bones of several colossal creatures and five freshly-killed Anizari. There is a massive stairway winding upward, each step about ten feet high. You see the shadowy figure from before slowly scaling each step.
Arista and Jerryl come to a decent-sized room with two benches in front of a stone basin filled with cold water. The only exit is a golden door. On the golden door, the duo can see the words: "Ní fhéadfaidh ach ceann amháin pas, tú féin a athnuachan agus a athnuachan do anam."
"Only one may pass, refresh yourself and renew your soul."
The alchemist takes a step back and reaches out toward Derika.
Vampiric Touch: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11; Damage: 5d6 ⇒ (2, 2, 4, 5, 3) = 16
The alchemist seems to be more vigorous after damaging the bloodrager.
Round 4: Eldan, Vishanti, Alchemist, Morgor, Corda, Derika
A1 hp: 24; 16 temp hit points.
"I've never seen anything like this before. This something that is quite ancient. If anything, it may be tied to the tower."
The magical aura from the gate is almost overpowering but Sādhanā can discern a strong conjuration aura. To Fae and Drago, the gate is an enigma.
"T-t-take me h-h-home," the child blubbers, not looking up. "I-I-I'm scared."